Exemple #1
0
 public clsNPC(string imagefolder, Point pos, clsSprite.dir defaultdirection, string dialogloc)
 {
     this.position = pos;
     this.folder = imagefolder;
     this.direction = defaultdirection;
     Load(imagefolder);
 }
Exemple #2
0
        public static void CheckEncounter(Point tilepos, clsSprite.dir dir)
        {
            string[] levelname = clsGame.level.levelname.ToString().Split('-');
            //TODO: check if tilepos is next to NPC

            //check for house
            if (levelname[0] == "world")
            {
                if (clsGame.player.TilePosition.Y != clsGame.map.height - 1)
                {
                    //check if tilepos is tall grass
                    //if so, check for Edjimon
                    //add 1 so the bottom tile of the sprite is used
                    if (clsGame.map.Tiles[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y + 1] == 1)
                    {
                        //if you found one
                        if (CheckEdjimon())
                        {
                            clsGame.inbattle = true;
                            clsEdjimon wildedjimon = DetermineEdjimon();
                            clsBattle b = new clsBattle(clsGame.player.edjimon[0], wildedjimon);
                        }
                    }
                    if (clsGame.player.TilePosition.Y + 1 != 0 && dir == clsSprite.dir.Up && clsGame.map.Tiles[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y] == 16)
                    {
                        oldpos = tilepos;
                        clsGame.level.LoadLevel("house-1");
                        clsGame.player.inmotion = false;
                    }
                }
            }

            //try to leave house
            if (levelname[0] == "house" && clsGame.player.TilePosition.Y != clsGame.map.height)
            {
                //do individual house-X checks inside here

                switch(dir)
                {
                    case clsSprite.dir.Up:
                        if (clsGame.map.Tiles[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y] == 4)
                        {
                            clsGame.level.LoadLevel("world-1");
                            clsGame.player.position.X = oldpos.X * 30;
                            clsGame.player.position.Y = (oldpos.Y) * 30;
                            //clsGame.player.inmotion = false;
                        }
                        break;
                    case clsSprite.dir.Down:
                        if (clsGame.map.Tiles[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y + 2] == 4)
                        {
                            clsGame.level.LoadLevel("world-1");
                            clsGame.player.position.X = oldpos.X * 30;
                            clsGame.player.position.Y = (oldpos.Y) * 30;
                            //clsGame.player.inmotion = false;
                        }
                        break;
                }
            }
        }
Exemple #3
0
        public bool Allow(clsSprite.dir direction)
        {
            if (clsGame.inbattle == true)
                return false;
            else
            {
                //TODO: Figure out why I'm walking on some trees. Something about the +1/-1 math crap.
                switch (direction)
                {
                    case clsSprite.dir.Up:
                        //make sure tile above is on the map
                        if (clsGame.player.TilePosition.Y + 1 == (int)0)
                            return false;
                        //now make sure that tile is passable
                        if (clsGame.map.passable[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y])
                            return true;
                        else return false;
                    case clsSprite.dir.Down:
                        //make sure tile below is on the map
                        if (clsGame.player.TilePosition.Y == (clsGame.map.height - 1))
                            return false;
                        //now make sure that tile is passable
                        if (clsGame.map.passable[clsGame.player.TilePosition.X, clsGame.player.TilePosition.Y + 1])
                            return true;
                        else return false;
                    case clsSprite.dir.Left:
                        //make sure tile left is on map
                        if (clsGame.player.TilePosition.X == (int)0)
                            return false;
                        //now make sure tile is passable
                        if (clsGame.map.passable[clsGame.player.TilePosition.X - 1, clsGame.player.TilePosition.Y + 1])
                            return true;
                        else return false;
                    case clsSprite.dir.Right:
                        //make sure tile left is on map
                        if (clsGame.player.TilePosition.X == (clsGame.map.width))
                            return false;
                        //now make sure tile is passable
                        if (clsGame.map.passable[clsGame.player.TilePosition.X + 1, clsGame.player.TilePosition.Y + 1])
                            return true;
                        else return false;
                }
            }

            return false;
        }